mirror of
https://github.com/QuantumLeaps/qpcpp.git
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194 lines
7.2 KiB
C++
194 lines
7.2 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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// Product: Product: "Fly'n'Shoot" game
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// Last Updated for Version: 4.5.00
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// Date of the Last Update: May 20, 2012
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//
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// Q u a n t u m L e a P s
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// ---------------------------
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// innovating embedded systems
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//
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// Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// Alternatively, this program may be distributed and modified under the
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// terms of Quantum Leaps commercial licenses, which expressly supersede
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// the GNU General Public License and are specifically designed for
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// licensees interested in retaining the proprietary status of their code.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// Contact information:
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// Quantum Leaps Web sites: http://www.quantum-leaps.com
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// http://www.state-machine.com
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// e-mail: info@quantum-leaps.com
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//////////////////////////////////////////////////////////////////////////////
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#include "qp_port.h"
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#include "bsp.h"
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#include "game.h"
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//Q_DEFINE_THIS_FILE
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#define SHIP_WIDTH 5
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#define SHIP_HEIGHT 3
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// local objects -------------------------------------------------------------
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class Ship : public QActive { // extend the QActive class
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uint8_t m_x;
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uint8_t m_y;
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uint8_t m_exp_ctr;
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uint16_t m_score;
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public:
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Ship(void) : QActive((QStateHandler)&Ship::initial),
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m_x(GAME_SHIP_X), m_y(GAME_SHIP_Y) {}
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private:
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static QState initial (Ship *me, QEvt const *e);
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static QState active (Ship *me, QEvt const *e);
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static QState parked (Ship *me, QEvt const *e);
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static QState flying (Ship *me, QEvt const *e);
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static QState exploding(Ship *me, QEvt const *e);
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};
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static Ship l_ship; // the sole instance of the Ship active object
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// global objects ------------------------------------------------------------
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QActive * const AO_Ship = &l_ship; // opaque pointer to Ship AO
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// HSM definition ------------------------------------------------------------
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//............................................................................
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QState Ship::initial(Ship *me, QEvt const *) {
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me->subscribe(TIME_TICK_SIG);
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me->subscribe(PLAYER_TRIGGER_SIG);
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QS_OBJ_DICTIONARY(&l_ship); // object dictionary for Ship object
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QS_FUN_DICTIONARY(&Ship::initial); // function dictionaries for Ship HSM
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QS_FUN_DICTIONARY(&Ship::active);
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QS_FUN_DICTIONARY(&Ship::parked);
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QS_FUN_DICTIONARY(&Ship::flying);
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QS_FUN_DICTIONARY(&Ship::exploding);
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QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); // local signals
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QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship);
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return Q_TRAN(&Ship::active); // top-most initial transition
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}
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//............................................................................
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QState Ship::active(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case Q_INIT_SIG: { // nested initial transition
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return Q_TRAN(&Ship::parked);
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}
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case PLAYER_SHIP_MOVE_SIG: {
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me->m_x = ((ObjectPosEvt const *)e)->x;
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me->m_y = ((ObjectPosEvt const *)e)->y;
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return Q_HANDLED();
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}
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}
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return Q_SUPER(&QHsm::top);
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}
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//............................................................................
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QState Ship::parked(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case TAKE_OFF_SIG: { // permition to take off granted
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return Q_TRAN(&Ship::flying);
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}
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}
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return Q_SUPER(&Ship::active);
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}
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//............................................................................
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QState Ship::flying(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case Q_ENTRY_SIG: {
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ScoreEvt *sev;
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me->m_score = 0; // reset the score
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sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->m_score;
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AO_Tunnel->POST(sev, me);
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return Q_HANDLED();
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}
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case TIME_TICK_SIG: {
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// tell the Tunnel to draw the Ship and test for hits
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
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oie->x = me->m_x;
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oie->y = me->m_y;
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oie->bmp = SHIP_BMP;
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AO_Tunnel->POST(oie, me);
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++me->m_score; // increment the score for surviving another tick
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if ((me->m_score % 10) == 0) { // is the score "round"?
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ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->m_score;
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AO_Tunnel->POST(sev, me);
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}
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return Q_HANDLED();
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}
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case PLAYER_TRIGGER_SIG: { // trigger the Missile
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ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
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ope->x = me->m_x;
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ope->y = me->m_y + SHIP_HEIGHT - 1;
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AO_Missile->POST(ope, me);
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return Q_HANDLED();
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}
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case DESTROYED_MINE_SIG: {
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me->m_score += ((ScoreEvt const *)e)->score;
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// the score will be sent to the Tunnel by the next TIME_TICK
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return Q_HANDLED();
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}
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case HIT_WALL_SIG:
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case HIT_MINE_SIG: {
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return Q_TRAN(&Ship::exploding);
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}
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}
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return Q_SUPER(&Ship::active);
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}
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//............................................................................
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QState Ship::exploding(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case Q_ENTRY_SIG: {
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me->m_exp_ctr = 0;
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return Q_HANDLED();
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}
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case TIME_TICK_SIG: {
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if (me->m_exp_ctr < 15) {
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ObjectImageEvt *oie;
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++me->m_exp_ctr;
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// tell the Tunnel to draw the current stage of Explosion
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oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
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oie->x = me->m_x; // x of explosion
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oie->y = (int8_t)((int)me->m_y - 4 + SHIP_HEIGHT);
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AO_Tunnel->POST(oie, me);
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}
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else {
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ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
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gameOver->score = me->m_score;
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AO_Tunnel->POST(gameOver, me);
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return Q_TRAN(&Ship::parked);
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}
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return Q_HANDLED();
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}
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}
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return Q_SUPER(&Ship::active);
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}
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